| | |
| | | import PlayerTJG
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| | | import OperControlManager
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| | | import GameObj
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| | | import CrossPlayerData
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| | | #---------------------------------------------------------------------
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| | |
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| | | #---------------------------------------------------------------------
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| | |
| | | #用于BUFF满的时候处理刷新逻辑
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| | | isDelRefresh = False
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| | |
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| | | # 向跨服发送数据
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| | | CrossPlayerData.SendMergeData_Buff(curObj, curSkillID, plusValueList)
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| | | |
| | | # buff层级
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| | | layerMaxCnt = 0
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| | | layerCalc = 0
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| | |
| | | curBuff.SetLayer(curLayerCnt + 1)
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| | | #BUFF层级变化触发被动
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| | | if buffOwner:
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| | | curObj.SetDict("addBuffLayer", curBuff.GetLayer())
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| | | curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, curBuff.GetLayer())
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
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| | | PassiveBuffEffMng.OnPassiveBuffTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
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| | | curObj.SetDict("addBuffLayer", 0)
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| | | curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, 0)
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| | | else:
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| | | curBuff.SetLayer(layerMaxCnt)
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| | | changeLayer = True
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| | |
| | | if passiveEff:
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| | | passiveEff.DelBuffInfo(skillData)
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| | | return
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| | |
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| | |
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| | | #---------------------------------------------------------------------
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| | | ## 执行buff消失触发逻辑,不处理buff的功能逻辑,只处理需要的必须状态逻辑
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| | | # 如不处理buff的 伤害,爆炸等,但必须处理恢复眩晕状态等
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| | | def DoBuffDisApperEx( curObj, curBuff, tick ):
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| | | #这个函数里面不能做Buff添加和删除逻辑!!!!!不然指针会错乱
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| | | curSkill = curBuff.GetSkill()
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| | |
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| | | skillData = GameWorld.GetGameData().GetSkillBySkillID(curSkill.GetSkillID())
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| | | |
| | | #是否是持续性技能
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| | | isLstSkill = curSkill.GetSkillType() in ChConfig.Def_LstBuff_List
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| | | |
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(curObj, None, curSkill, ChConfig.TriggerType_BuffDisappear, tick)
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| | | |
| | | #buff消失的触发
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| | | for effectIndex in range( 0, curSkill.GetEffectCount() ):
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| | | curEffect = curSkill.GetEffect( effectIndex )
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| | | effectID = curEffect.GetEffectID()
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| | | |
| | | if not effectID:
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| | | continue
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| | | |
| | | if isLstSkill:
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| | | callFunc = GameWorld.GetExecFunc( GameBuffs, "BuffProcess_%d.%s"%( effectID, "OnBuffDisappearEx") )
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| | | if not callFunc:
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| | | callFunc = GameWorld.GetExecFunc( GameBuffs, "Buff_%d.%s"%( effectID, "OnBuffDisappearEx") )
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| | | else: |
| | | callFunc = GameWorld.GetExecFunc( GameBuffs, "Buff_%d.%s"%( effectID, "OnBuffDisappearEx") )
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| | | |
| | | if not callFunc:
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| | | continue
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| | | |
| | | callFunc( curObj, curSkill, curBuff, curEffect, tick )
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| | | |
| | | passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curObj)
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| | | if passiveEff:
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| | | passiveEff.DelBuffInfo(skillData)
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| | | return
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| | |
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| | | #---------------------------------------------------------------------
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| | | ## buff消失
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| | | # @param curObj 当前目标
|